The Latest Version:
20180311
Download The Pak from One of The Links:
>>> UTCC <<<
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
Map Name:
Map Description:
A remake of this map
Changes:
[20180311]
- Shock rifle pit is no longer facing the belt room
- The catwalk around the hp next to the mega health lift
- Narrower path to the central lift
- Width adjustment for some bridges
- Lift sound adjustment to make each sound a bit different
- For details check this post

Screenshots






Video
No video for this version yet
Previous changes:
[20170701]
- Slightly faster lifts on the tower side
- Recook
- Come up with a concept for the visual (not really in the map yet)
[20170522]
- Recook
- Add UT generic objective points for DOM
[20170501]
- Rebuild, recook
[20170411]
- Rebuild, recook
[20170127]
- Recook, only switched one sniper to the lighting rifle for test
[20161120]
- Layout changes around the SR room and the room above
- Layout changes around the tower and pickups relocation
[20150309]
- The map scale has been reduced
- The walkways are narrower
- The vertical scale is reduced for better recreation of the boots feeling in the original
- Major layout modification for the belt area, the udamage roof, and the tower
- Playerstarts tuned
[20150215]
- The jumppad in front of the belt room is removed
- The jumppad close to the bottom double hp room, is replaced with a teleporter
- The jumppad behind the "tower" is removed, a lift is added for that area
- A jumppad is added at the location of the previous 2nd jumpboots
- The 2nd jumpboots is now at the bottom of the tower
- The walkway in front of the belt room is now narrower
- The single hp next to the belt room is removed
- The original jumpboots is moved sligtly outside to a beam that can be attacked from below
- The belt area is reshaped to keep the beam-like setup but at the same time feels fresh
- Rebalanced the hp locations
- Beams are added between the tower and the main building to give direct connections
- Weapon relocated
[20141109]
- No more dark night lighting to ensure good visibility for such a map
- Rebuilt the nearby mountain area to make it fully playable
- Relocated weapons, armors, healths, ammos, playerstarts
- Navmesh to support bot
[20140810]
- Added one more jumpboots
- Removed the mega health
- Added a teleporter which leads you to the top of the nearby mountain
- Added a redeemer on top of the mountain
- Replaced the amp with a berserk
- Tuned the bottom rooms to have a more smooth and open area
- Other micro layout modification
- Vials added
[20140630]
- Finished the 1st playable layout
- Figured out the overall scale
- Playerstarts almost exactly as the original version
- Armors
- Weapon pickups and ammos
- Health pickups
- Basic lighting
- Lifts and jumppads, 2 new jumppad routes
- Powerup location, especially amp area is changed
- Size balancing between upper levels and lower levels
20180311
Download The Pak from One of The Links:
>>> UTCC <<<
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
Map Name:
DM-Peak
Map Description:
A remake of this map
Changes:
[20180311]
- Shock rifle pit is no longer facing the belt room
- The catwalk around the hp next to the mega health lift
- Narrower path to the central lift
- Width adjustment for some bridges
- Lift sound adjustment to make each sound a bit different
- For details check this post
Screenshots
Video
No video for this version yet
Previous changes:
[20170701]
- Slightly faster lifts on the tower side
- Recook
- Come up with a concept for the visual (not really in the map yet)
[20170522]
- Recook
- Add UT generic objective points for DOM
[20170501]
- Rebuild, recook
[20170411]
- Rebuild, recook
[20170127]
- Recook, only switched one sniper to the lighting rifle for test
[20161120]
- Layout changes around the SR room and the room above
- Layout changes around the tower and pickups relocation
[20150309]
- The map scale has been reduced
- The walkways are narrower
- The vertical scale is reduced for better recreation of the boots feeling in the original
- Major layout modification for the belt area, the udamage roof, and the tower
- Playerstarts tuned
[20150215]
- The jumppad in front of the belt room is removed
- The jumppad close to the bottom double hp room, is replaced with a teleporter
- The jumppad behind the "tower" is removed, a lift is added for that area
- A jumppad is added at the location of the previous 2nd jumpboots
- The 2nd jumpboots is now at the bottom of the tower
- The walkway in front of the belt room is now narrower
- The single hp next to the belt room is removed
- The original jumpboots is moved sligtly outside to a beam that can be attacked from below
- The belt area is reshaped to keep the beam-like setup but at the same time feels fresh
- Rebalanced the hp locations
- Beams are added between the tower and the main building to give direct connections
- Weapon relocated
[20141109]
- No more dark night lighting to ensure good visibility for such a map
- Rebuilt the nearby mountain area to make it fully playable
- Relocated weapons, armors, healths, ammos, playerstarts
- Navmesh to support bot
[20140810]
- Added one more jumpboots
- Removed the mega health
- Added a teleporter which leads you to the top of the nearby mountain
- Added a redeemer on top of the mountain
- Replaced the amp with a berserk
- Tuned the bottom rooms to have a more smooth and open area
- Other micro layout modification
- Vials added
[20140630]
- Finished the 1st playable layout
- Figured out the overall scale
- Playerstarts almost exactly as the original version
- Armors
- Weapon pickups and ammos
- Health pickups
- Basic lighting
- Lifts and jumppads, 2 new jumppad routes
- Powerup location, especially amp area is changed
- Size balancing between upper levels and lower levels
Comment